audiocontext.h
来自「Trolltech公司发布的图形界面操作系统。可在qt-embedded-2.3」· C头文件 代码 · 共 116 行
H
116 行
/************************************************************************ Copyright (C) 2000-2005 Trolltech AS. All rights reserved.**** This file is part of the Qtopia Environment.** ** This program is free software; you can redistribute it and/or modify it** under the terms of the GNU General Public License as published by the** Free Software Foundation; either version 2 of the License, or (at your** option) any later version.** ** A copy of the GNU GPL license version 2 is included in this package as ** LICENSE.GPL.**** This program is distributed in the hope that it will be useful, but** WITHOUT ANY WARRANTY; without even the implied warranty of** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. ** See the GNU General Public License for more details.**** In addition, as a special exception Trolltech gives permission to link** the code of this program with Qtopia applications copyrighted, developed** and distributed by Trolltech under the terms of the Qtopia Personal Use** License Agreement. You must comply with the GNU General Public License** in all respects for all of the code used other than the applications** licensed under the Qtopia Personal Use License Agreement. If you modify** this file, you may extend this exception to your version of the file,** but you are not obligated to do so. If you do not wish to do so, delete** this exception statement from your version.** ** See http://www.trolltech.com/gpl/ for GPL licensing information.**** Contact info@trolltech.com if any conditions of this licensing are** not clear to you.************************************************************************/#ifndef AUDIO_LOOP_CONTEXT_H#define AUDIO_LOOP_CONTEXT_H#include "audiodevice.h"#include "loopcontextbase.h"#include "mediaplayerstate.h"#include <qtopia/mediaplayerplugininterface.h>#include <pthread.h>#include "mutex.h"class AudioLoopContext : public LoopContextBase { Q_OBJECTpublic: AudioLoopContext(AudioDevice *ad, bool t=true, bool r=false, bool f=true, int p=50, int b=4096) : LoopContextBase(t,r,f,p) { AutoLockUnlockMutex lock(&mutex); audioDevice = ad; audioBuffer = new char[b]; audioBufferSize = b; } ~AudioLoopContext() { AutoLockUnlockMutex lock(&mutex); delete []audioBuffer; } long timerInterval() { return (int)(audioBufferSize * 1000.0 / (rate * channels * 2)); } void stats() { } void init() { qDebug("AudioContext::init()"); qDebug(" audioBufferSize: %i", audioBufferSize); current = 0; streamId = 0; channels = mediaPlayerState->decoder()->audioChannels(streamId); qDebug(" Stream audio channels: %d", channels); // No tr size = mediaPlayerState->decoder()->audioSamples(streamId); if ( size ) // give it one extra iteration through the // audio decoding loop after the expected EOF size += 1000; rate = mediaPlayerState->decoder()->audioFrequency(streamId); qDebug(" Stream audio frequency: %d", (int)rate); // No tr static const int bytes_per_sample = 2; //16 bit audioDevice->open((long)rate, channels, bytes_per_sample, false); channels = audioDevice->channels(); qDebug(" Audio device channels: %d", channels); // No tr qDebug("AudioContext::init() finished"); } bool playMore() { //qDebug("AudioContext::playMore()"); MediaPlayerDecoder *decoder = 0; long samplesRead = 0; decoder = mediaPlayerState->decoder(); if (!decoder) return false; bool readOkay = decoder->audioReadSamples((short*)audioBuffer, channels, audioBufferSize/(channels * 2), samplesRead, streamId); if ( readOkay ) audioDevice->write(audioBuffer, samplesRead * 2 * channels); current += samplesRead; // If we open a file and use a good decoder, we will know // how many samples are in the file and to play, // however if it is streamed data or the decoder can not // tell how long the stream is, just keep playing until // audioReadSamples() returns false //qDebug("AudioContext::playMore() finished"); return (size > 1000) ? (current <= size) : readOkay; }private: AudioDevice *audioDevice; char *audioBuffer; int audioBufferSize; int channels;};#endif // AUDIO_LOOP_CONTEXT_H
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